AI needs to be done. Using Personality Archtypes is how things were done before, and its how I propose we do them now.

Personality is generated or chosen if an interface is built for it. Personality Is based on 2 basic parts for the time being, Attitude and Policy. Attitude is the nature, Policy is the demeanor. Some species may have restricted or preferred values.

Attitude controls how an entity does things.Some Attitudes are:

Aggressive - whatever it does, it does with force

Passive - it does what causes least impact

Assertive - maintains its peoples position, no matter what

Sly - does things in manner in which it is hard to see the overall goals

Greedy - tries to get the most

Benevolent - helps others

Destructive - wants to destroy

Chaotic - random

Friendly - helpful

Secretive - hides away from others

Zealous - absolutely follows its principles

Cooperative - works with

Competitive - works against

Controlling - tries to influence what is happening all the time

Seductive/Alluring - seems to always offer something, just out of reach

Confident - feels its doing the right thing

Careful - makes sure whatever it does wont harm its people

Paranoid - think others are trying to destroy it

Policy determines what an entity does.

Expansionist - goes after worlds

Collector - tries to get things, ships, technologies, buildings, tries to get one of each.

Explorer - visits lots of planets

Merchant - wants to do business

Crusader - follows a path, destroying those against it, helping those with it

Builder - builds stuff, industrious

Researcher - seeks knowledge

Diplomat - orchestrates meetings and procedures with others

Conversionist/Assimilator - tries to convert you to their culture

Tyrant - rules with fear

Warrior - strong military, fights with honor if you do

Defender - strong borders, expands only to support stable growth.

These are by no means an exhaustive list. Most likely 3-4 of each will be picked. Using basic archtypes, its is easy to go through a list of choices, like what to research, or what to focus on, easily. It is just a matter of getting the information about the environment, and going through a list of choices based on the archtype, then issuing the calls to perform the indicated actions.

I will start blocking out some basic examples with a subset shortly. Input is appreciated, especially from those with understanding of the Python API.

On a given turn, an AI player, 'AI', has to do a series of tasks to play, the same as any other player. Just like any other program, it is going to perform basic program logic, get input, perform calculations, give output. AI will be no different.when you break it down to basics, you get a simple system of tasks. ed* Geoff has shown me the existing AI files, thanks Geoff.Here are some questions the ai might ask on its turn to decide what to do. am I at war ? what is the status of each of my planets? how far away is the enemy/ other players? are they hostile? is there anything else that requires attention ? did I finish any research ? what became available? examine fleet, do I need a new ship ? what kind ? examine empire, do I need a new planet ?

do I shift focus on the current planet? what do I shift it to ? are there any long term goals I m perusing? evaluate risk benefit of attacking other players evaluate security of empire

do combat shift focus on planets give fleet orders queue or shift focus of research queue production

-naturally somethings are more simple than others, 'evaluate empire security' is going to be long and complicated Im sure. Its the differences that make the game interesting. Ultimately, every empire wants to know every tech, it is personality, mood, style, or whatever you choose to call it that determines what you learn First. Many of those questions get different answers based on the kind of AI player that is created. Im going to select a few basic 'personalities' to start making notes on that template, things that would swing those decisions one way or another.

I did read some of the previous threads on AI, and I am wanting to really simplify AI at this point. More complex structures, like genetics and learning can be applied later. I saw that personality is to be separate from AI, and I agree that an empires 'leader' should be separate, but that the AI player should have some form of mood to keep it from being predictable.

I am very open to suggestion. At this point, I am simply trying to get a utilitarian AI, that can take a complete turn, even if not very strategic or interesting. I will then start adding priorities, and themes to the script, and try to get some basic archtypes built.

I am thinking of using Aggressive, Passive, and Assertive, and Expansionist, Defender, and Tyrant/Destroyer. It will take time to get even one of those, and for now, my goal is just a neutral, responsible, generic AI player.

from irc:a bunch of conditions make certain specifics happen, others alter values, that when they are within certain ranges, make other conditions be true or false, etcpriority ai looks promisingike, in here, a tyrant would lower food production to the point of killing people, to produce ships to win a battlea defender would notthis is a pretty important file, a lot could be done in herebasic preference could be done by giving a priority a modifier, multiplying it by 1.14 or such, so unless another was pressing, it would chose that more oftenkroddnoMobil> please post that "brainstorming" at the forum

this value created based on many situational variables, allowing the ai to adapt.

knowing when to switch between the course of action, to sometimes build ships, and other factories and research, those conditionals, it should try different things, it should make mistakes toofrom the start of the game, is the ai trying to build a lot of ships and outnumber you en masse, or is it building a few ultra tech ships that are light years beyond you in tech ? this isnt just racial bonuses, its perspective of the player rigtai needs to look around, see if it is located next to a slew of mineral rich planets, or if its on top of an ancient ruinlots of conditionals, that should all factor into a set of weighted values, similar to the priorites, sets of steps it can take to get certain advantages and techs itt tries to do in order, like if I go through all the steps on this list, I get Ion cannons, I need this many research to get ion cannons, where is a world I can make a research planetis the ai in this game even paying attention to reserch, or ist it just getting them one set of each branch at a time, and trying to just get as many planets as possible early, so it has high production mid gameyou cannot do everything in the first 8 turns, you have to chose something, then something else for several turns after thatyou should be able to bribe some ais, into servitude, but not othersnot races, instances of the ailike, if you have four ai players, in a big 100 star 4arm spiral, its going to come down a lot to luck, if they all do the same thingeach instance, should favor certain conditions, and seek theminstead of having a bunch of different set strategies, it creates them from a pool, based on not just race, but environment, and what other players have done/are doingmaybe one ai tries to build lots of ships, another is trying to get lots of tech, the other two are teaming upin the next game they are fightingmood is perhaps a good choice, since it should change over timebut even beyond how its acting at any given time there should be some cohesive pattern to its efforts in that gameit tried to win by ______, it acted _______was it a friendly Psion that tried to out vote me, or a mean Psion that tried to enslave me ?races can be played different waysIm going to have to make lists of what techs can be researched in certain amounts of turns, to see what quick research strategies there are, what weapons can be gotten to in a short amount of time, things like that

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